STAFFAN HAGBERG: Hi, my name is Staffan.
I work at Animech as the Chief Marketing Officer.
And we are here today to present our new project, Unreal
for Web.
What we've been doing for the last year
is to develop a plugin for Unreal that
converts Unreal 3D scenes and 3D models
so you can just publish them straight to web.
Companies can reuse their content
that they've already created in Unreal when creating
web-based applications.
Just convert your Unreal files and start
developing a web-based configurator or an AR
application, or whatever you want to do in 3D online.
Reusing all 3D materials that you already
have in Unreal saves enormous amounts of time,
makes projects much more efficient.
The first version of Unreal to Web
is aimed at the automotive industry.
But I mean, anyone can use it.
So now, I'm going to hand it over to Aidin, who's our CTO.
He's going to give you some of the technical overview
of the plugin.
AIDIN ABEDI: Unreal for Web, it's
more than a plugin, it's a groundbreaking glTF exporter
that converts your files.
But also a Epic-enhanced, web-based glTF viewer
that takes your assets online with key interactive elements
that you are already accustomed to in Unreal.
Both are open source and easily extendable.
What's glTF?
An open standard made by Khronos Group--
that's the guys behind WebGL--
to efficiently share 3D between a wide range of apps.
It's specifically designed for modern photorealism,
compact size, fast loading, extendability.
In other words, perfect for the web.
What can the plugin export?
All the standard stuff.
Meshes, both static and skeletal.
Textures, materials, default lit,
unlit, all the blend modes.
Animations, level sequences, [INAUDIBLE] sockets, bones, levels,
including cameras and lights.
But now the interesting stuff.
It can also export level variant sets, let your users
configure meshes, material, visibility.
Basically, make your own web-based product configurator
in three minutes.
It can also export special Actors and Blueprints.
HDRI backdrops, sky sphere, hotspots,
and player controlled cameras for interactivity.
Oh, and one last thing.
Let's not forget the clear coat.
How do we make it possible?
By lots and lots of blood, sweat, and tears.
We had to push some serious limits putting glTF on steroids
by crafting Epic extensions to support all the features,
then fork the material analyzer and baking module
to make the plugin even more powerful.
The roadmap is not set, but this is what I'm looking forward to.
More amazing Unreal shading models, more compression
and optimizations to get every last bit and faster.
Epic extensions to more WebGL engines.
Fined-tuned logging to help understand
how to get the best out of each asset.
Mobile focus.
Thank you for listening.
I'm super proud of what we've done.
Let me hand you back to Staffan.
STAFFAN HAGBERG: We're super excited to have been
working with Epic for the last year developing this plugin.
We gave it to a bunch of customers,
and they all tried it out.
The feedback that we got from them was awesome.
Finally, now we can take our Unreal content online.
Thank you very much for listening and have a great day.
Bye Bye.